38,452 research outputs found

    The Real World Software Process

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    The industry-wide demand for rapid development in concert with greater process maturity has seen many software development firms adopt tightly structured iterative processes. While a number of commercial vendors offer suitable process infrastructure and tool support, the cost of licensing, configuration and staff training may be prohibitive for the small and medium size enterprises (SMEs) which dominate the Asia-Pacific software industry. This work addresses these problems through the introduction of the Real World Software Process (RWSP), a freely available, Web-based iterative scheme designed specifically for small teams and organisations. RWSP provides a detailed process description, high quality document templates - including code review and inspection guidelines - and the integrated tutorial support necessary for successful usage by inexperienced developers and teams. In particular it is intended that the process be readily usable by software houses which at present do not follow a formal process, and that the free RWSP process infrastructure should be a vehicle for improving industry standards

    Developing Computer-Based Training using the Requirements Engineering Techniques

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    There are several Requirements Engineering (RE) techniques have been developed to assist large projects within the RE process. However, it is still not clear if these frameworks will adequately to be useful in developing e-Learning software. The purpose of this paper is to show that the RE techniques can also fit for developing e-Learning software such as Computer-Based Training (CBT). In this context, a case study at the Food and Beverages (F&B) Division, Radisson SAS Hotel in Hamburg was taken in order to apply some of the RE techniques. The need to have a CBT for new staff at the division, led the research to focus on identifying the problem and user needs. Using the RE techniques such as Documentation Study, Interviewing, Requirements Workshop, Observation, and Prototyping is becoming a solution that helps developer in developing the CBT as needed by user afterward. This paper presents the result of using the RE methods in developing the CBT. The programming skills in developing the CBT will not be discussed in this paper. Keywords: Computer-Based Training, e-Learning software, Requirements Engineerin

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Report on the Second Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE2)

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    This technical report records and discusses the Second Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE2). The report includes a description of the alternative, experimental submission and review process, two workshop keynote presentations, a series of lightning talks, a discussion on sustainability, and five discussions from the topic areas of exploring sustainability; software development experiences; credit & incentives; reproducibility & reuse & sharing; and code testing & code review. For each topic, the report includes a list of tangible actions that were proposed and that would lead to potential change. The workshop recognized that reliance on scientific software is pervasive in all areas of world-leading research today. The workshop participants then proceeded to explore different perspectives on the concept of sustainability. Key enablers and barriers of sustainable scientific software were identified from their experiences. In addition, recommendations with new requirements such as software credit files and software prize frameworks were outlined for improving practices in sustainable software engineering. There was also broad consensus that formal training in software development or engineering was rare among the practitioners. Significant strides need to be made in building a sense of community via training in software and technical practices, on increasing their size and scope, and on better integrating them directly into graduate education programs. Finally, journals can define and publish policies to improve reproducibility, whereas reviewers can insist that authors provide sufficient information and access to data and software to allow them reproduce the results in the paper. Hence a list of criteria is compiled for journals to provide to reviewers so as to make it easier to review software submitted for publication as a “Software Paper.

    Computer Assisted Learning: Its Educational Potential (UNCAL)

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    Software Verification and Graph Similarity for Automated Evaluation of Students' Assignments

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    In this paper we promote introducing software verification and control flow graph similarity measurement in automated evaluation of students' programs. We present a new grading framework that merges results obtained by combination of these two approaches with results obtained by automated testing, leading to improved quality and precision of automated grading. These two approaches are also useful in providing a comprehensible feedback that can help students to improve the quality of their programs We also present our corresponding tools that are publicly available and open source. The tools are based on LLVM low-level intermediate code representation, so they could be applied to a number of programming languages. Experimental evaluation of the proposed grading framework is performed on a corpus of university students' programs written in programming language C. Results of the experiments show that automatically generated grades are highly correlated with manually determined grades suggesting that the presented tools can find real-world applications in studying and grading

    Built to Last or Built Too Fast? Evaluating Prediction Models for Build Times

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    Automated builds are integral to the Continuous Integration (CI) software development practice. In CI, developers are encouraged to integrate early and often. However, long build times can be an issue when integrations are frequent. This research focuses on finding a balance between integrating often and keeping developers productive. We propose and analyze models that can predict the build time of a job. Such models can help developers to better manage their time and tasks. Also, project managers can explore different factors to determine the best setup for a build job that will keep the build wait time to an acceptable level. Software organizations transitioning to CI practices can use the predictive models to anticipate build times before CI is implemented. The research community can modify our predictive models to further understand the factors and relationships affecting build times.Comment: 4 paged version published in the Proceedings of the IEEE/ACM 14th International Conference on Mining Software Repositories (MSR) Pages 487-490. MSR 201
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